indiegame.fan
SIGKILL: Look Away header art

SIGKILL: Look Away

It only moves when you look away - and your job is looking away. Ration one flashlight between the work and the thing hunting you. A director-warden studies your habits and times its cruelty. Migraine-safe horror: all dread, no strobes. Free demo: first shift.

Steam Page
Release
Coming Soon
Steam Reviews
No reviews yet

Does this feel indie?

Vote based on whether this game feels indie to you. You can change your vote at any time. Results earn an IGF score after 10 accepted votes.
No votes yet
Vote on More Games
Game contextLatest: IGF Team
ContextThe evidence factors used to assess whether this game belongs on IndieGame.Fan.Status
Notes
Latest Contributor: IGF TeamEdit notes
Search Google: Who developed SIGKILL: Look Away?Developer scaleThe operating scale of the game's developer.
Search Google: Who published SIGKILL: Look Away?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is SIGKILL: Look Away self-published or published by Hexecution Games?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is SIGKILL: Look Away and Hexecution Games funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for SIGKILL: Look Away and Hexecution Games?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of SIGKILL: Look Away?Release statusWhether and how the game has been released.

Media

10 items

About the Game

It only moves when you look away. The job is looking away.

You're sealed in a dying server vault with one flashlight and a purge quota. The warden running this place demands corrupted sectors be purged before the clock expires. The terminals are in the dark. So is something else. Your light freezes it; your work needs that same light. Ration one beam between two deadlines, and listen to the part of the dark you're not watching.

The loop

  • Pin it - your cone holds it where it stands. The beam drains. The purge stalls.

  • Work it - aim at a terminal and the view drops to the monitor: heads-down, blind, the room gone.

  • Watch the glass - the dark screen holds a reflection. It's the only warning you get, and the one you'll learn to hate.

  • The whip-back - the sound spikes; snap the light back. It's right there, frozen an arm's length away.

  • No AI-generated content - every light is computed, every sound is procedural, every cruelty is designed.

The warden is a director, not a dice roll

A warden studies how you work, waits until you're deepest in the task, then times its cruelty.

  • The Cold One starves you of sound.

  • The Liar corrupts your readouts. The threat never lies; the paperwork does.

  • The Reaper just tightens the clock.

Every cruelty telegraphs. Every death is an out-play, never a cheat. Learn its tells or be reaped as ordered.

Migraine-safe horror

Dread without the strobe. No strobes, no flashing, no screamer roulette. The fear is engineered from attention, audio, and silence: what you can't afford to watch, and what you can hear getting closer. Every frame is flash-safety-checked.

No AI-generated content. Every light is computed, every sound is procedural, every cruelty is designed.

The full game is a career ladder of shifts that escalate in rules, not just speed: deeper sectors, new wardens with new tells to learn, and an endgame that rewrites the contract. First shift free. A short, dense game priced like one.

look away, it moves.

Wishlist SIGKILL: Look Away - the warden will know where to find you.